Avenger Posted April 8, 2007 Share Posted April 8, 2007 Yeah, they absolutely don't change anything. 0xca checks if the affected creature is still alive, but that's all. It does the same both cases. The rest doesn't even bother with that. I will use this thread to list other unimportant pst opcodes as i checked them Link to comment
Avenger Posted April 8, 2007 Author Share Posted April 8, 2007 This isn't exactly unimportant: opcodes 188-191 are exactly the same code (this is probably known). The mode field is a special bitfield with at least 2 double bits (2 bits designate a mode). 0x1000 - stick to target mask 0x30000 0x10000 - background animation (animation is always behind actors) 0x20000 - animation is drawn over actors 0x30000 - twin animation (one before one behind) mask 0x300000 0x0 - normal drawn 0x100000 - (per surface transparency) the transparency value is in the rgb field, with an additional fading speed in dice size 0x200000 - this is a weird effect because the rgb field is used both as transparency and as color tint 0x300000 - (per pixel transparency) blend there are a few other bits i have not discerned yet Link to comment
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